Reactor gear 4
more renders
2015-11-21 23:22:53 +0000 UTC View Post
So I was getting to building the interior set pieces and then came to the realization that I had no idea how they would go together in the overall level design without a general idea of how said level was laid out. So I laid it out, rough-like, but then realized I needed a more solid concept anyways.
I like what I've got so far but I just haven't been 100% convinced on any of the designs.
...
2015-11-18 17:31:08 +0000 UTC View PostGetting them done! 3 more to go and the current batch of cameos is finished.
2015-10-03 23:48:43 +0000 UTC View PostAs of today there are now 4 NPC models finished and rigged, and 1 more to rig. 6 more to model, then the friendly-NPC models will be completed. I've found a great freelancer that is doing the vertex weighting, which saves me a ton of time.
Remaining on the list of level assets to make for the demo:
* Record Gunbunny's voice
* Build the gun weapon and boot upgrade models
* Build...
2015-09-29 17:33:57 +0000 UTC View PostNPCs are being built. Presently there are 5 built, and 4 being rigged right now. They should be ready to put into the game shortly, after which I will build the quest/dialogue system.
Still not a lot to show as of late because most has been behind-the-scenes stuff that can't be shown (like rigging, how boring!)
There are 5 more NPC heads to build from my initial NPC auction (Sasha was the ...
2015-09-19 21:09:19 +0000 UTC View PostHere's your chance to have some of your own ideas tossed into the demo:
Random crew people wandering around the ship during the quest stage will say things when you click on them. Some will be people who Aurora talks to right after she has woken up and has not gotten her morning coffee, some will be people she talks to after she has been properly caffeinated. If you have ideas of some one-liner ...
2015-08-18 04:05:18 +0000 UTC View PostAfter chewing my fingernails and thinking about it a LOT for the past 48 hours or so, I've decided that the best way to approach this is to do the original "pirate attack" demo with a few minutes' worth of peaceful wander-around-get-your-bearings simple quest stuff at the beginning, and an action-packed timed escape scene at the end. I think this is the best of all the aspects I can include in the...
2015-08-18 03:49:03 +0000 UTC View PostI've juggernauted (is that a verb?) through my art quota done for the month so I am going to spend the next 2 weeks working purely on the game.
Had a brain explosion the other night listening to a piece of music that would make an excellent partially-scripted demo level with a few action cutscenes. Lots of awesome action and pacing.
Looking through the asset productio...
2015-08-16 23:45:05 +0000 UTC View Post
Have a look :) Lots of new stuff.
I'll be wandering at Megaplex this weekend and I'll have the latest build with me if anyone wants to play it.
2015-07-29 07:38:32 +0000 UTC View Post
After facedesking for weeks trying to get this working right, I finally realized that UE's blended aim offsets (which might work fine in a FPS) are total garbage in a sidescroller, and I would have to work around it, forcefeeding it the art I wanted it to use instead of relying on it to blend one thing into another. Takes longer on the art side, but it looks so much better. Now she aims her gun wh...
2015-07-23 09:05:55 +0000 UTC View PostArm aiming is working, sorta. It only seems to work during idle animation, but it gets borked when you walk or run. So it looks like after researching this problem, UE might actually be broken here, and in any case, to get it to look and work how I want it to look and work, I will have to make separate walking-while-aiming animations anyways.
So I have a question for you folks-- it seems like it...
2015-07-20 14:24:44 +0000 UTC View PostLots of stuff coming together. I refined the fire a bit, so that it damages you over time if you are stupid enough to stand in it :) I also added directional aim with the right analog stick, and projectile shooting in that direction. I'll see if I can add some actual arm movements, a stand-in pistol, and a generic destructible object before I put out another beta
2015-07-19 04:12:49 +0000 UTC View PostI don't know why, but I love designing stuff like this. It appeals to my inner nerd.
2015-07-13 18:23:16 +0000 UTC View Post
I promised myself I wouldn't stay up until 4am playing with goddamn Unreal Engine but I did. And I made speed dash with energy trails. The effect will need some tweaking but the mechanics are there.
2015-07-07 08:07:25 +0000 UTC View Post
Double Jump has been added, and some cheesy sound effects :)
2015-07-06 04:20:22 +0000 UTC View Post
She is in the engine, running around, and doing stuff.
2015-07-01 08:08:02 +0000 UTC View PostMuch more badass than the first one. I gave them an extra 2 pairs of eyes and more head plates, and 2 pairs of horns.
"Around them hovered the relentless Fates;
Beside them Battle incarnate onward pressed
Yelling, and from their limbs streamed blood and sweat."
2015-06-28 23:22:50 +0000 UTC View PostMuch more badass than the first one. I gave them an extra 2 pairs of eyes and more head plates, and 2 pairs of horns.
"Around them hovered the relentless Fates;
Beside them Battle incarnate onward pressed
Yelling, and from their limbs streamed blood and sweat."
2015-06-28 23:20:01 +0000 UTC View PostThe cruise ship needs an entertainer, so I was thinking about what sort of creatures might make good pop stars. Peacocks, obviously, but female peahens are very plain creatures. Since I have been raising ladybugs in my garden, and they are EVERYWHERE now (they reproduce like crazy, and they are always humping and making babies) why not have a vain, conceited Ladybug pop singer? It seems to fit.
2015-06-28 22:01:43 +0000 UTC View Postthis will be the backdrop in the new intro cutscene and promo movie.
2015-06-28 09:33:59 +0000 UTC View Post